Mado Oni (22 RP)
History
Mado Oni are the offspring of Elder Oni and a group of sorcerers that sought innate magical power in the Oni's blood. The sorcerers created, nurtured, and raised the Mado Oni and taught them the ways of the arcane weave. When the Mado Oni race grew in numbers, they decided to journey back to the mountains where their ancestors, The Elder Oni resided. They were not accepted by the Elder Oni because if their honorable and lawful beliefs and were cast from the mountain. This enraged the Mado Oni and so they trained in the way of the blade and harnessed their innate magic with the intention to take the mountain by force. After many years of hardship and war the Mado Oni had successfully taken the mountain and sealed away the Elder Oni. The Mado Oni now reside on top of their ancestral mountain to keep watch and prepare if any of the Elder Oni manage to escape their seals.
Appearance
They have a muscular build that is nearly on par with an orc and posses a speed and grace that even puts the elves to shame. They have very blunt facial features that call their Oni heritage to mind. Each Mado Oni has a unique pair of horns or singular horn that sprouts from their forehead and their skin colors varies from white, green, red, and blue.
Age. 200
Alignment. Any Lawful Alignment
Size. Medium
Speed. 30 Ft
Languages. Common,
Race Type. Monstrous Humanoid (3 RP)
Advanced Race (4 RP)
Ability Score Increase.
Strength (+2)
Dexterity (+2)
Constitution (+2)
Intelligence (+4)
Wisdom (-2)
Charisma (0)
Mado Oni Traits
Your Mado Oni character has the following racial traits.
Improved Natural Armor (3 RP) +2 to Natural Armor.
Spell Resistance, Greater (3 RP) Gain spell resistance equal to 11 + their character level.
Static Bonus Feat (2 RP) Gain the Combat Casting Feat.
Nimble Attacks (2 RP) Weapon Finesse Feat.
Spell-Like Ability, Lesser (2 RP) Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.
Oni Weapon Familiarity (1 RP) Members of this race are proficient with the Katana and the Wakazashi exotic weapons
Arcane Focus (1 RP) +2 to Concentration Checks.
Fearless (1 RP) +2 racial bonus against fear effects.
Alternate Racial Traits
Spell-Like Ability, Greater (4 RP) Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.
This replaces both "Nimble Attacks" and "Spell-Like Ability, Lesser" racial traits.
Change Shape, Lesser (3 RP) Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self with no duration, save that the creature does not adjust its ability scores.
This replaces both "Nimble Attacks" and "Fearless" racial traits.
Favored Class Options
Alchemist Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist Increase total number of points in the arcanist’s arcane reservoir by 1.
Barbarian Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature. Bard: Add +1 to the bard’s CMD when resisting a disarm or sunder attempt.
Bloodrager Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
Brawler Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
Cavalier Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Druid Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter Add +1 to the Fighter’s CMD when resisting a disarm or sunder attempt.
Hunter Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
Inquisitor Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
Investigator Increase the total number of points in the investigator’s inspiration pool by 1/3.
KineticistGain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
Magus The magus gains 1/6 of a new magus arcana.
Medium Gain a +1/3 bonus on all skill checks using occult skill unlocks.
Mesmerist Add a +1/4 bonus on grapple and trip combat maneuver checks.
Monk Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
Ninja The ninja gains 1/4 of a new ninja trick
Rogue Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Samurai The samurai gains a +1/4 use of the resolve ability, per day.
Skald Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
Slayer Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Sorcerer Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Spiritualist Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
Summoner The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Wizard Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.